/Engine/Source/Runtime/Engine/Public/ODSC/ODSCManager.h
Add a request to compile a pipeline of shaders. The results are submitted and processed in an async manner.
false if no longer needs ticking
void AddThreadedShaderPipelineRequest ( EShaderPlatform ShaderPlatform, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel, const [FString](API\Runtime\Core\Containers\FString) & MaterialName, const [FString](API\Runtime\Core\Containers\FString) & VertexFactoryName, const [FString](API\Runtime\Core\Containers\FString) & PipelineName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ShaderTypeNames, int32 PermutationId )